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Potions, scrolls and wands mechanics
06/01/2014, 12:06:11

    Riv the Minotaur Lord writes:

    Hello guys and gals, just finished playing MM8. It's always nice to revisit Jadame! This time around I wanted to play with alchemy and magic items to strengthen my party but quickly found out I have no idea how they really work. Some items, like potions, list some effects (e.g. duration, but not the bonus conferred), and some items don't show any meaningful information at all (wands only show charges but not damage, and scrolls show nothing at all). I couldn't find any information on this online so I wonder if anyone knows the numbers behind the items!

    I ran some brief tests on potions, and found that both Bless and Heroism potions confer a bonus of +5, with only duration affected by alchemy skill and ingredient strength. I guess the rest of the layered potions have a similar fixed effect. What a let down! Some potions (of resistance, divine healing and mana) benefit from ingredient strength and alchemy skill, but asides from them alchemy seems to be pretty useless for buffing purposes.
    I also briefly looked at scrolls. Day of Protection confers a +20 resistance bonus, whether cast by a Knight or a GM Light Cleric. I didn't test other scrolls but I guess the rest of them work the same way: fixed but unlisted damage/bonus. Same with wands in all likelihood.

    I want to replay MM7 next time and go with a might team and an alchemy-based healer/buffer, but I guess there goes my plan. I still might try! So if anyone knows how these items work, or you made a successful alchemist, please let me know!





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Just my personal opinion, but I didn't like the druid as a Light Path character.
06/02/2014, 07:35:10

    Peter2 writes:

    I found that the important game-play benefits only arrive at GM level. The druid's two GM skills are alchemy and meditation. The meditation skill lets him accumulate spell points very quickly, but his ability to use them is limited by being unable to get above master level, and the same spell cast by the cleric or sorcerer is preferable. The key ability of GM alchemy is the ability to brew black potions. At first sight, these look valuable for the big one-off ability boost, but if you go into it a bit further, you find they are not all that valuable after all, because as your skill level rises, the steps at which the relevant ability increases get further apart. And finally, the really valuable protecting and damaging spells are the Light & Dark Magic ones, to which he has no access.

    So my conclusion was that once he'd made the black potions, his skills weren't good enough to justify his place in my party.

    Like I said, my opinion. The Warlock's familiar might be of more value on the Dark Path, but I didn't get that far, so I can't comment.





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GM is cool, but is it fun
06/02/2014, 20:33:40

    Riv the Minotaur Lord writes:

    Thanks Peter2! Yes, GM skills are definitely something that make characters shine, and I found that it is easier to cast Day of Protection than, say, brew 5 potions of Fire Resistance. However, I played MM6-8 so many times I am mostly looking for challenge and fun at this point (like a 4 Knight party for MM7 or something). Too bad that potions and scrolls do not really level up with characters, and Warlock's familiar gives spell point regeneration and a +3 bonus to spells only I think.

    So I guess no luck with knowing the actual statistics behind scrolls and wands?





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Sorry, no. I never went into that in any detail.
06/03/2014, 02:02:59

    Peter2 writes:





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